Our Named Horrors series continues!
Revealing how Dan chose the order we’re going through these.
We return to the wonderful and unique aspects of the Horrors sourcebook.
Nemesis: Master of metamorphosis and deception.
Always appears a beautiful, attractive human with bright eyes.
No record of its natural form; like Deceivers in its mutability.
Astral form has dozens if not hundreds of dark tendrilsextending out into astral space.
Bestows knowledge and magic items to adepts to slay otherHorrors.
Slaver in league with Thera after the Scourge, has multiple strongholdsacross Barsaive.
The rich and powerful who attend its events to wallow indebauchery.
Highly charming like Ysrthgrathe but lacks the toxic jealousy.
Its gifts to adepts is how it marks and corrupts them.
Ironic fates; the gifts given to save others seal the heroes’doom.
Classic “deal with the devil” style of story.
Unique powers: Horror Lore, Transport
Powerful magician, multiple spell actions in ED1, Wizardspells.
Perhaps the physically weakest Named Horror, but its networkand powers make it difficult to pin down.
Story hooks or roles for Nemesis in campaigns.
Chantrel’s Horror: One of three Named Horrors from the originalEarthdawn core book.
Only seen astrally; Bloody, demonic humanoid suspended in ametal frame covered in small saw blades.
Attacks the family and close friends of its chosen victim.
Known as Chantrel’s Horror because of its connection to theTroubadour Chantrel; real name not known.
Clive Barker homage.
Has the ability to bring its chosen victim back to life; evendeath is not enough to be free of its torment.
May go dormant for years to let the victim think they might befree, then will return to inflict its torments again.
Unique powers: Astral Slice, Blood Memory
It can mark those closest to its chosen victim regardless ofdistance, based on how closely they are related.
Like Ysrthgrathe, loves extended torment, but feels coldlyalien as opposed to Y’s strongly “human” personality.
Chantrel’s Horror in adventures in campaigns.
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